Showing posts with label NPC embodiment. Show all posts
Showing posts with label NPC embodiment. Show all posts

18 February 2010

[Conf] Creative Writing in Video Games

Here are the notes I took at the last OC IGDA chapter. The title of this panel discussion was "Creative writing in video games". First, Steven-Elliot Altman from Acclaim introduced himself. Then the panel discussion started. In the panel were Chris Avellone, John Gonzalez, Anne Toole, Leonard Boyarsky, Dan Arey, Cameron Dayton and Steven-Elliot Altman. My comments stay in [brackets].

9 Dragons anecdotes by Altman

In 9 Dragons, the first authentic martial arts massively multiplayer online role-playing game, Altman created and animated The Hermit, a character in charge of many events in the game. Altman explained that The Hermit is like a rock star, but in real life I'm Steven! You have to reconnect to reality sometimes. Altman mentioned that 9 Dragons is F2P and that 6% of the players use the item mall (a RMT system - virtual items can be purchased for real money). Altman told the audience that The Hermit is the most powerful character in the game and can beat any others. [Interesting idea in a PvP game?] Altman decided to organize an event that would lead a player able to control a Dark Hermit, the ultimate killing Mob of The Land. Wielding a Sabre, he has all the power of The Hermit but will be bent on destruction. [On each of the 3 servers worldwide, the winner of a month-long rush-for-XP event in September won the Dark Hermit in January.] Following this rise of an extremely powerful player, other players feared to die and loose XP for nothing. So Acclaim decided to enable the Dark Hermit only between 4pm and 7pm (for instance) and increase the XP rate by 5 times during this period of the day. [Risky XP daily event.]

Random notes

[These notes are sometimes exact quotes from the panelists, sometimes a summary of what they actually said. I only kept the parts I found the most interesting.]

  • You have to be creative on demand.
  • Everyone, players or in the industry, share a common knowledge/common references about games.
  • Nearly all the panelists read comics and novel books.
  • But if you read the same thing and regurgitate the same thing all the time ... That's why you have so many Space Marines at the moment.
  • Be able to sit and daydream, ignite ideas.
  • You need to practice daydreaming.
  • Geek culture is a shorthand in discussions.
  • Game design and game writing were often put together in the discussion, people did not really make any difference between the two.
  • In a game, everything tells a story. Music, textures, level design and even game mechanics are telling a story.
  • Games are mimicking film conventions.
  • Kratos fights against himself to save his wife and daughter in the last level of God of War. So this game is actually not totally for 9-year-old skater kids who only want to bash and slash. [But we had a discussion about that after the panel. In Ico as well, the player protects a weak person that the hero cherishes. But in Ico, it is all the time, this entire innovative game is "poetic"/"artful". I argued that in God of War, the wife and daughter scene where Kratos has to take them in his arms to heal them was only a pretext for "kids" to slash, because in the end, which game sold more copies? 3.21M for God of War and apparently between 650K (original sources are dead ...) or 900K]. Die Hard was also mentioned as a true love story [but it is yet another pretext for action to happen.]
  • Writers have first to spend 10,000 hours before reaching a decent level and be recognized for their good work. [I hope this is a big exageration.]
  • I use Excel cells for 3x5 cards. I write molecule stories in them and I can move them where I want. [this reminds me of post-its used in affinity diagrams in HCI.]
  • [The panel consisted of 6 men and 1 woman but in college classes, I think there are usually more girls than boys in writing classes. So why are there more males than females writers in the game industry? I was told by a woman at this conference that the writing area has more girls in proportion than other areas of the game industry. But there are not many because group meetings look like fraternity meetings when you collaborate with a male development team. Hence, when you are a woman, you do not always grasp all the references, but you have to compensate with your own ideas.]
  • Merchants NPC should not have too much story/background because the player wants to talk to them quickly. [generally true, but I think including merchants in stories, or unlocking them through the story could be interesting]
  • If the player does not read the text, he/she looks at NPC faces
  • ["Video games as art forms" is a cliché I can not hear anymore. SOME video games are TRULY art, and not presumably and vague "art forms".]
  • Take a step back, think what a player expects at that moment
  • If there is one NPC that is permanently (verbally or any other way) agressive to the player, the player should always have the last word. [wrong in Pokémon Red/Blue with the repeated Rival encounters: even though he always loses the fight, he says he was not really trained, that is the reason why the player has beaten him, and the player is just weak, and bye looser]
  • [no game remembers the whole dialog tree to establish a psychological trend of the player and adapt the game possibilities to him/her. Crazy idea to use logging to anticipate people's behaviors ...]
  • You do not want people to hate a NPC because he speaks too much [I find it depends on the situation. I found Jaheira in Baldur's Gate II spoke really a lot, especially during her romance with the player's avatar. At first, reading the dialog is bearable. But being interrupted in a crucial room of a dungeon, about a random discussion topic such as the divine origins of the player's avatar or the good old time with Elminster, is the best way to make the player hate the character AI. But this same situation in a tavern would be fine. The Team Rocket always speaks too much, and I find that gives them a small humorous role when they lose the fight.]
  • You do not want the player to follow a weird track, you have to keep the control of the story [instead, why not having meta-stories that do not define the perimeter, but rather the types of possible interactions, stories being generated on top of the meta-story rules?]
  • Watching a powerful NPC fighting at your side is much more impressive than any dialog
  • Even evil choices should be satisfying for the players [Black and White!]
  • The illusion of choice: do not let the player think "what does the developer want me to do now?"
  • In 9 Dragons, some people did not want to join any clan. We did not expect that. So we started developing content for them, because after all, they pay for that!

08 January 2010

[Cinema] A few common aspects in the Matrix, eXistenZ and Avalon movies



These 3 closely-related sci-fi movies deal with the virtual reality theme:

  • The Matrix (all of the 3 movies) from the Wachowski brothers, 1999. A “steampunk” rusty-metal reality and black-and-green virtual world where machines use humans to generate electricity. Slave humans are permanently connected to the Matrix to keep their mind busy.
  • eXistenZ from Cronenberg, 1999. A game designer introduces and tests his new game with a dozen of people. The game content changes with the participants’ state of mind. A very interesting idea is a series of virtual reality game inside a virtual reality game inside a virtual reality game. In the end, some of the players do not know what is real and what is virtual.
  • Avalon from Oshii, 2001. In a dark, gloomy and uninteresting world, an FPS-like game called Avalon gathers many players. One gifted player makes her way into the levels to reach the legendary “class Real” level.

The interface to connect to the game slightly differ from one movie to another. Humans can connect to the Matrix if they sit on a dental chair and are plugged hard-metal sharp-ended wires at the top of their spinal column. In eXistenZ, the player connects to the game station called pod through an umbilical cord plugged in the lowest part of their back (spinal column again). These two movies depict a very intrusive and violent way to connect to the game. Indeed, the first time Neo logs in the Matrix, his convulsed face makes the spectator feel the pain of the connection. However, in Avalon players just stay peacefully on a dental chair and only wear a helmet that covers their entire face. Logging off the game can be done in putting off the helmet. To my mind, external user interfaces for virtual games should stay “outside” of the body for people to accept the game. I choose to play the game, and I am free to push the “log off” button at any time. Similarly, computers have more and more complex pieces of software to manage the energy they consume, make them sleep, shut down when this task is done, etc. but it is unimaginable that our computers do not have any physical power-on/off button. Same idea for virtual reality games.

Players can be trapped IG. Traps are illustrated by the same example in Avalon and the Matrix: bricked up windows. Players do not know they are imprisoned until they try to draw the curtains and discover a wall instead of a glassed window.

As for the IG characters, the Matrix contain NPC (agents and “programs”) and actual humans who can change into agents at any time because they are plugged into the Matrix from the machine world. The “program” characters such as the Oracle or the Merovingian lead me to compare the Matrix to a Massively Multi-player Online Game (MMOG) where players have to accomplish quests: the Oracle said that freeing the Key-maker will let Neo enter the secret back-door to end the war between humans and machines. In Avalon, the “Ghost” is the NPC to kill to access the secret levels. Some mercenaries are used by a GM to help Ash, the heroine, destroy a huge war machine but all the other characters are actual players. Avalon reminds me more of a First-Person Shooter (FPS) game as we never see huge groups of people connected at the same time in the same level of the game (a dozen players in the “Ruins C66” level and half a dozen players in the “Flak Tower 22”). In eXistenZ, all the 10 connected players have a role and the story evolves around these roles. NPC are seen very rarely and players never talk to them. eXistenZ is actually just a virtual role-play game, but the GM usually in charge of organizing the story in table role-play games has been replaced by a computer.

In the three movies, pets have minor background roles which most of the time make the spectator raise an eyebrow. In Avalon for instance, in one reality, the heroine feeds a dog she has. When she goes in another reality, a portrait of the exact same dog hangs on her wall, but she can not find the dog. Another time, she prepares food for her dog, but suddenly realizes she has no dog. It took me some time to figure out that maybe the “realities” she thinks she lives in are actually other levels of the game where some parameters change from time to time. In the Matrix, Neo has a déjà-vu when he sees the same black cat doing the same actions twice in a row. The other members of the team explain that a déjà-vu happens when the Matrix is being modified dynamically. Indeed, they shortly realize that they have been trapped inside a building as the windows have been bricked-up. A dog was seen inside the eXistenZ game, and this dog happens to be the dog of the winner of the game. I think the message conveyed by the 3 movies is that pets follow us in all the worlds we can be. They are life partners and therefore stay permanently in our minds, whatever the reality we are in.

The death of players is implemented differently in the 3 virtual worlds. In eXistenZ, the player is simply kicked-out of the game while in the Matrix, dying IG means dying In Real Life (IRL). Unlike Avalon, in both the Matrix and eXistenZ, we never see bodies disappearing after their owner has been killed. In Avalon, a player asks the heroine to kill him and see if his body vanishes to check if the “Class Real” level they are currently in is actually the real world: “if you kill me and my body does not vanish, then this world is the real one”. Following this discussion, Ash shoots the other player and the corpse disappears as usually happens in game levels, leaving her astonished.

In the 3 movies, exploits, cheats and bugs keep reminding the spectator that the action occurs in a computer game and underline the fact that all of these incredible events remain virtual, they are not real. At the end of the eXistenZ movie, the game designer reaction about the winning couple is “there was such a non-fair-play and anti-game atmosphere inside the game”. In the Matrix, Neo’s unique superman powers “break” the Matrix rules (ie stopping bullets with a gesture of his hand) while normal humans can only try to “bend” these rules (ie try to dodge bullets). Breaking rules is nothing more in the Matrix than an exploit. The cat deja-vu happening when the Matrix is dynamically changed to trap the group is an obvious bug. Killing the Ghost NPC in Avalon brings a ridiculously huge number of points to the player, letting her connect to the higher levels. I feel like that this huge number of points is an exploit in the game design of the level. Moreover, a Game Master intervenes to make the heroine reach the Ghost: this intervention can be seen as cheating. Finally, a character in a fish shop of eXistenZ repeats the same words until the players say the appropriate words that launch the discussion with the NPC. Such a not flexible dialog feature in NPC made me think of the underlying code:
while(input != “blabla I expect you to say”)
{
print(“what do you want?”);
}
print(“here is your quest”);

27 November 2009

Charismatic Game Developers

These guys radiate a kind of aura, they have a stature. Maybe being an actor helps. But John Romero (third photo) is not an actor, he is a game developer who has designed Doom and Quake. Maybe because of Romero's personality or simply for fun, Romero's team decided that in order to finish Doom II, the player had to shoot Romero's head in a secret room of the last level (see screenshot nearby). Currently, he is working on a MMO for Slipgate Ironworks to release in 2010 a groundbreaking MMO. In fact, Romero has such an aura that he has been at the center of a controverse concerning a game called Daikatana. The advertising (see image nearby) was a bit provocative and the game develoment took a very long time. Whatever the gossips about him, Romero definitely has an aura. It is up to Slipgate Ironworks to use it for their MMO launch campaign, but I believe this aura can impact a lot.

In-game famous MMO characters have sometimes been personified by game developers. For instance, Lord British in Ultima Online was played by Richard Gariott. The name became so famous that Richard Gariott retained the trademark rights on it and reused it in Tabula Rasa. But most of the developers stay in the shadow and play the game anonymously, like WoW producer J. Allen Brack who plays anonymously with his father.